Core/Mechanics:

- Add basic support for focus used by players (hunters)
- Drop all support for pet happieness (as it has been completely removed)
- Add new fields to characters db to store new power values
(Should now be able to create characters again)
This commit is contained in:
kaelima
2011-11-25 15:28:36 +01:00
parent ec3880a1d0
commit 9696d6ba7b
14 changed files with 101 additions and 156 deletions

View File

@@ -1384,27 +1384,6 @@ void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
// Pet's base damage changes depending on happiness
if (isHunterPet() && attType == BASE_ATTACK)
{
switch (ToPet()->GetHappinessState())
{
case HAPPY:
// 125% of normal damage
mindamage = mindamage * 1.25f;
maxdamage = maxdamage * 1.25f;
break;
case CONTENT:
// 100% of normal damage, nothing to modify
break;
case UNHAPPY:
// 75% of normal damage
mindamage = mindamage * 0.75f;
maxdamage = maxdamage * 0.75f;
break;
}
}
Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);
for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{